Fragmented

Create image filters by writing shaders.
## Supported Platforms
- Linux
You can find the latest releases [here](https://github.com/ChaoticByte/Fragmented/releases/latest).
## Usage
The repo includes examples. You can use them as a starting-point to write your own filters.
Just load an image using `//!load`, edit the shader code and hit `F5` to see the changes.
### Load TEXTURE using the `//!load` directive
```glsl
//!load
```
The image file will be read and available as the `TEXTURE` variable.
#### Load additional images
```glsl
//!load+
uniform sampler2D ;
```
Have a look at the `place_texture.gdshader` example:
```glsl
shader_type canvas_item;
#include "res://shaderlib/transform.gdshaderinc"
//!load ./swamp.jpg
//!load+ img2 ./grass.png
uniform sampler2D img2: repeat_disable, filter_nearest;
void fragment() {
vec4 grass = place_texture(img2, UV, TEXTURE_PIXEL_SIZE, vec2(0, .47), vec2(1));
grass.rgb += (vec3(0.03, 0.07, 0.11) - ((UV.y - .8) * 0.15)); // color correction
COLOR.rgb = mix(COLOR.rgb, grass.rgb, grass.a);
}
```
## Shaderlib
This repo comes with a (still small) shader library including pre-written functions and more.
Have a look at the `shaderlib` folder.
Here is an example on how to use it (the `hsv.gdshader` example):
```glsl
shader_type canvas_item;
#include "res://shaderlib/hsv.gdshaderinc"
//!load ./swamp.jpg
void fragment() {
COLOR = hsv_offset(COLOR, 0.32, 0.2, 0.0);
}
```